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36e64e99ba
CircuitsV2 limits are served as UGC.CircuitsV2.Limit.* gameconfig keys and are editable from admin Settings. Retail drops any send over 5 RPCs/frame or 1024 bytes/60 frames; both network budgets now default to 1,000,000,000. The creation limits are raised too, each against the hazard the client binary shows for it: - Chips 3000 -> 30000: the chip-culling manager preallocates four List<Chip>(Chips), so the 1M clamp stays. - Compute 50000 -> 500000: a per-frame budget with no allocation; the 10M cap keeps its counters from wrapping. - CloudValues 100 -> 1000, InkPerChip 15 -> 0: InkPerChip is an ink COST, multiplied by min(chips, CloudValues), so lowering it is the increase. The clamps tighten to 10000 / 30000 to keep that product from overflowing (the room ink cap is a hard-coded 30000). - UnculledChips / VisibleChips 500 -> 3000: render-cost counts only. Room save uploads may now be up to 100 MB (Kestrel's 30 MB default would 413 a big circuits room). Contract and evidence: docs/recroom-2023-circuitsv2-limits.md. Also includes the Rec Royale night mode client feature (docs/recroom-2023-scene-moods.md) and the admin blob enable/reset for baked RRO sub-rooms.
122 lines
6.6 KiB
C#
122 lines
6.6 KiB
C#
namespace DorkNet.Server.Data.Entities;
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/// <summary>
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/// Single-row table holding server-wide runtime toggles that admins can
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/// flip from the SPA without a redeploy. Modelled after
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/// <see cref="CommunityBoardEntity"/>: <see cref="Id"/> is pinned to 1
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/// so EF Core has a key to track changes against, and reads/writes
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/// touch one row.
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///
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/// Add new boolean (or scalar) columns directly to this entity as more
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/// toggles appear — keeping them strongly typed beats a generic
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/// key/value table for the dozen-or-so global switches we'll ever have.
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/// </summary>
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public class ServerSettingsEntity
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{
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public int Id { get; set; } = 1;
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/// <summary>When true, the watch's account-creation endpoints
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/// (<c>POST /account/create</c> and <c>POST /api/account/v1/create</c>)
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/// short-circuit with <c>Success=false</c> and the watch surfaces
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/// the error to the player. Existing logins are unaffected; only
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/// brand-new account requests are blocked.</summary>
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public bool SignupsDisabled { get; set; }
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/// <summary>When true, every account on the server is treated as a
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/// friend of every other account — the relationships list, friend
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/// online-status HUD, and room-move fan-out all behave as if everyone
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/// is mutually friended. Built for small private servers where
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/// searching + manually friend-requesting each other is friction; no
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/// rows are written, so flipping it off instantly reverts to the real
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/// relationship graph. Blocked relationships still suppress the pairing,
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/// and the system/coach account (Id=1) is excluded.</summary>
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public bool GlobalFriendsEnabled { get; set; }
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/// <summary>When true, every account is reported as owning every
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/// avatar item in the master catalog (plus all permanent hair dyes) —
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/// the wardrobe/store "unlocked items" endpoints return the full
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/// catalog for every player regardless of their real inventory. Like
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/// <see cref="GlobalFriendsEnabled"/>, nothing is written to the
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/// inventory tables: it's synthesized at read time, so flipping it off
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/// instantly reverts to each player's actually-owned items. Color
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/// variants and player-made custom (UGC) items are out of scope.</summary>
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public bool AllAvatarItemsOwned { get; set; }
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/// <summary>When true, the challenge map tells the 2020 watch that
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/// weekly challenge completion is required for the weekly reward flow.
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/// Individual player challenge rows still default to incomplete until
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/// the client reports progress.</summary>
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public bool WeeklyChallengesCompletedRequired { get; set; } = true;
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/// <summary>Admin-managed weekly challenge templates as JSON. Challenge
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/// ids are generated per weekly map so old progress rows stay scoped to
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/// that week's map id.</summary>
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public string WeeklyChallengesJson { get; set; } = string.Empty;
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/// <summary>Admin-managed weekly reward JSON. The progression API uses
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/// this for both the watch's ChallengeGift payload and the once-per-week
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/// server-side XP/token grant.</summary>
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public string WeeklyChallengeRewardJson { get; set; } = string.Empty;
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/// <summary>Admin-managed Play menu room filter chips as JSON. Stores
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/// separate pinned and popular tag lists; wire endpoints serve them to
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/// the watch without leading # characters.</summary>
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public string PlayMenuTagsJson { get; set; } = string.Empty;
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/// <summary>Admin-managed Rec Center category-door config. The
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/// 2020.12 client reads this through api/gameconfigs/v1/all as
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/// Door.{Category}.Title and Door.{Category}.Query entries.</summary>
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public string RecCenterDoorsJson { get; set; } = string.Empty;
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/// <summary>Admin-managed values for GameConfig keys confirmed in
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/// the 2020.12 decomp. Kept typed in the admin API; stored as JSON
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/// here so newly discovered built-in keys do not require a table
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/// migration each time.</summary>
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public string DiscoveredGameConfigsJson { get; set; } = string.Empty;
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/// <summary>When true, the server-side profanity filter behind
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/// <c>api/sanitize/*</c> is bypassed — every string is treated as
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/// clean and returned unmodified. Built for private friend servers
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/// that don't want room/invention names or chat censored. Off by
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/// default (filter active). See <see cref="Services.ProfanityFilter"/>
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/// and <c>SanitizeController</c>.</summary>
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public bool ProfanityFilterDisabled { get; set; }
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/// <summary>Which charades word list (row id in
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/// <see cref="CharadesWordListEntity"/>) is live for each of the
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/// client's three baked card-source slots. JSON object keyed by the
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/// client enum name — <c>{"Charades":id,"CharadesAprilFoolsDay":id,
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/// "Icebreakers":id}</c>. Empty/0 or a dangling id falls back to the
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/// list the seeder created for that slot. Lets admins keep an
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/// unlimited library and switch which list a slot serves without a
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/// redeploy.</summary>
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public string CharadesSlotBindingsJson { get; set; } = string.Empty;
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/// <summary>When true, the CDN serve path stops clamping the two
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/// top-level PersistedRoomData version varints down to the March-2023
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/// client's maxima (DEPRECATED_RoomPersistenceVersion 38 /
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/// PersistedRoomVersion 19). Modern RecNet exports stamp far higher
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/// values and the client rejects the room with its "update Rec Room to
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/// visit this room" gate — so the clamp is ON by default and this
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/// toggle exists as an escape hatch if a particular blob misbehaves.
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/// See <see cref="Services.RoomDataBlobService.ClampVersionsFor2023"/>.</summary>
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public bool RoomBlobVersionClampDisabled { get; set; }
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/// <summary>Ordered list of room NAMES shown in the room-creation "base
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/// room" picker (<c>rooms/base</c> / <c>api/rooms/v*/baserooms</c>), as a
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/// JSON string array. Empty falls back to the built-in default set. Lets
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/// admins curate the base-room list from the SPA without a redeploy.</summary>
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public string BaseRoomNamesJson { get; set; } = string.Empty;
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/// <summary>Admin-managed CircuitsV2 creation limits, served to the
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/// client as the <c>UGC.CircuitsV2.Limit.*</c> gameconfig keys. The
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/// network entry carries the per-frame RPC and byte budgets a circuit
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/// may spend; DorkNet ships them effectively unlimited, where retail
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/// shipped 5 RPCs/frame and 1024 bytes/60 frames. Stored as JSON so
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/// new limit keys don't need a table migration.
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/// See <see cref="Services.CircuitsV2LimitSettings"/>.</summary>
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public string CircuitsV2LimitsJson { get; set; } = string.Empty;
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public DateTime UpdatedAt { get; set; } = DateTime.UtcNow;
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}
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